necro_the_crafter wrote: »Short timers on buffs is really biggest class weakness, u have to do so much buff managment in PVP, it spoiles all of the expirience.
Why necro has shortest timer on class major resolve buff? upgrading it to 30s will go a long way to make this class a bit convinient to play
Spitit mender and mortal coil also would be much better if they were at least 20s timers.
It really goes like:
1. Aplly major resolve;
2. Apply race against time;
3. Aplly vigor;
4. Apply spirit mender;
5. Pop damage/crit/single-resourse potion;
6. Apply major breach to a target;
7. Set up blastbones;
8. Try to cc your target on class that has no instant or convinient setup block/dodge pierce cc;
9. Fail to cc;
10. Whif the dawnbraker;
11. Try to survive until you get another ultimate/pot cd;
12. Return to step 1;
At this point i guess we have to demand this changes, why are necro left so far behing every other class on timer changes?
Making a longer timers on this buffs would increase necro pressure uptime, which on its own will help this class alot, and adding major brutality/sorcery or major savagery/prophecy, or both is really essential to free up potion slot for all that fancy potions that was addded into the game over the years. Necro is the only class that cant use alchemy which is super weird from fanatsy point, like cmon dark mage has no benefit from alchemy...
And the blastbones rework... highest use rate skill gone... all to make PvE rotation smother...
And they rework BB while necro has half of its kit severly underused due to it being weak, awkward, inconviniet, underpowered.
Why not rework Grave Grasp? that ability that literally useless, NOBODY runs it in ANY content, because its hard to hit even on PvE encounters?simply making circles stick to a target or to a caster will make it so much better
Why Agony Totem has 2s delay before first burst? why does it need 3 more bursts of fear afterwards? enemies thats got feared onse would't get feard again in same cast of totem,cuz of cc immunity, and you rarely get someone to walk into that even in PvE. making it fear on cast and adding other effect on subsequented burst will help it a ton.
Why Skeletal Minion was treated like a dot during a dot changes, but games doesnt recognise it as dot? This one is actualy so bat that morphing it into sceletal arcanist actually reduce its damage in pvp due to becoming aoe damage, that gaet reduced by major/minor evasion. making it deal dot damage will help it scale with class passives at least, and increasing summoned pets amount up to 3 will play into rising dead fantasy of necro.
Why Hexproof has no secondary effects? warden has it purges tied to a skill that not even primarly for purging, and templars had stron ally synergy on his with aoe dot/heal that also procs his class passives. making it add flat armor/weapon or spell damage/ mitigation / healing/ anything per negative effect removed will make it a great ability, espesialy in this dot heavy meta
Why Sythe has so much cost for its damage, inconvinient cone-shaped aoe (more of a PVP issue), no real utility? adding ramping damage on it with sucssesive casts, or execute scaling, will make it an actual class skill worth slotting
Why both skulls morphs are basicly the same rn, diferentianting only in a damage type,while also slowest projectile speed in the game... Well ... Do you wanna miss a green skull, or do you wanna miss a blue skull?Why not making it projectile faster, and remaking secondary effects to really differntiate a choises?here is suggestion off the top of my head -
Fire skull - secondary aoe exploisive near primary target every second cast
Poison skull - applies poison dot, each cast stacks up on dots damage, up to 4 casts.
I dunno, I feel like devs shun necros, just like the rest of Tamriel does... or maybe the plan to overhaul it... or maybe spell crafting system will bring a new perspective on necro... I just wish that they would at least acknowledge necro issues, just write down one line of text on any patchnote, like: "we know that necro bad, we will fix it soon"...
IncultaWolf wrote: »Necro is BIS for being a crafter/pack mule character
CameraBeardThePirate wrote: »I'll say it again:
Extended timers on Necro abilities is not the buff you think it would be.
Corpse creation is tied to ability duration. The more you extend the timers of corpse creators, the lower your corpse generation is.
Extending timers out to 30 seconds would mean only 1 corpse every 15 second (that's 50% slower corpse generation from Bone Armor).
The reason Intensive Mender is so good is precisely because of the short timer, not despite the short timer. It is basically an on demand corpse.
chessalavakia_ESO wrote: »CameraBeardThePirate wrote: »I'll say it again:
Extended timers on Necro abilities is not the buff you think it would be.
Corpse creation is tied to ability duration. The more you extend the timers of corpse creators, the lower your corpse generation is.
Extending timers out to 30 seconds would mean only 1 corpse every 15 second (that's 50% slower corpse generation from Bone Armor).
The reason Intensive Mender is so good is precisely because of the short timer, not despite the short timer. It is basically an on demand corpse.
Does that really matter that much when you can make a corpse up to every three seconds using Vault?
CameraBeardThePirate wrote: »
Well yes, especially considering the Class Mastery script encourages high corpse generation, and can also only create a corpse if there are no other corpses around.
CameraBeardThePirate wrote: »I'll say it again:
Extended timers on Necro abilities is not the buff you think it would be.
Corpse creation is tied to ability duration. The more you extend the timers of corpse creators, the lower your corpse generation is.
Extending timers out to 30 seconds would mean only 1 corpse every 15 second (that's 50% slower corpse generation from Bone Armor).
The reason Intensive Mender is so good is precisely because of the short timer, not despite the short timer. It is basically an on demand corpse.
I honestly don't mind the short buff timers and think it adds a lot to the necro skill curve. The #1 issue with necro imo is the glaring lack of a damage kit. Blastbones is the only solid skill in the kit and now Stalking is completely gone and replaced by the clunkiest and worst-designed buff in the entire game. There's not even a ton of generic dot options to be buffed by GLS and the ones that are available are mostly low damage. It also doesn't make thematic sense to make an entire class's damage kit revolve around non-class abilities.
Skulls is a bit more viable now despite still having speed AND animation issues, but the rest of the damage kit is beyond lacking, and at this point if you want to build into damage through proc sets, necro ends up also feeling a lot squishier than other classes. There's still a lack of important buffs, debuffs, and viable utility skills, but the core issue is just not having damage skills. Necro has no actual damage combo or class pressure options and even before the recent Stalking deletion, Blastbones mostly just existed within a vacuum. Deleting our primary damage skill for yet another non-damaging ability was beyond counterproductive, especially with that skill being the class-defining ability.
On top of the lack of direct damaging skills, necro doesn't have any indirect damaging skills or passives like other classes have. Volatile Armor, Lightning Form, Arctic Blast, and the Burning Light Passive are just a few examples of the indirect damage options other classes have, which are hugely beneficial for proccing status effects or item set conditions.
There's still plenty of additional issues with the necro kit, but adding actual damage skills would be a good place to start.
necro_the_crafter wrote: »CameraBeardThePirate wrote: »I'll say it again:
Extended timers on Necro abilities is not the buff you think it would be.
Corpse creation is tied to ability duration. The more you extend the timers of corpse creators, the lower your corpse generation is.
Extending timers out to 30 seconds would mean only 1 corpse every 15 second (that's 50% slower corpse generation from Bone Armor).
The reason Intensive Mender is so good is precisely because of the short timer, not despite the short timer. It is basically an on demand corpse.
Corpse generation isnt an issue with necros, as they dont have a good corpse consuming ability for pvp scenarios outside of mortal coil.
Deaden Pain and Necrotic Potency are both excellent corpse consumers, and both require high corpse gen.
Shadowbinder7 wrote: »To add. Similar messes have been left with vampire and psijic skill lines.
Such wonderful fun ideas, such ruined neglected forgotten underused skill lines
I'd agree with a longer duration for the Summoner's Armor morph skill a Necromancer should be juggling minions not buffs.
A longer duration to any corpse creating skill won't hurt corpse generation, because recasting any corpse creating skill after it has been active for 10 seconds leaves a corpse regardless of the skill's full duration (test it on your Necros to see for yourself). If you need a corpse at your feet just recast one of them.
CameraBeardThePirate wrote: »I'd agree with a longer duration for the Summoner's Armor morph skill a Necromancer should be juggling minions not buffs.
A longer duration to any corpse creating skill won't hurt corpse generation, because recasting any corpse creating skill after it has been active for 10 seconds leaves a corpse regardless of the skill's full duration (test it on your Necros to see for yourself). If you need a corpse at your feet just recast one of them.
Um, no. You create a corpse if half the duration has expired. There aren't currently any corpse creators longer than 20 seconds, so yes, all corpse creators will create a corpse after 10 seconds has passed, but that's not the rule. They create a corpse at half duration - Guardian will create one at 8 seconds, and Intensive Mender will create one at 4 seconds. The Skeletal minion was the same as Ghost before the duration was increased. When the duration of Mage/Archer was increased, the corpse generation went down, as you had to wait an additional 2 globals before it created the corpse.
CameraBeardThePirate wrote: »I'd agree with a longer duration for the Summoner's Armor morph skill a Necromancer should be juggling minions not buffs.
A longer duration to any corpse creating skill won't hurt corpse generation, because recasting any corpse creating skill after it has been active for 10 seconds leaves a corpse regardless of the skill's full duration (test it on your Necros to see for yourself). If you need a corpse at your feet just recast one of them.
Um, no. You create a corpse if half the duration has expired. There aren't currently any corpse creators longer than 20 seconds, so yes, all corpse creators will create a corpse after 10 seconds has passed, but that's not the rule. They create a corpse at half duration - Guardian will create one at 8 seconds, and Intensive Mender will create one at 4 seconds. The Skeletal minion was the same as Ghost before the duration was increased. When the duration of Mage/Archer was increased, the corpse generation went down, as you had to wait an additional 2 globals before it created the corpse.
You're right, but my point is still valid. Increasing the duration won't hurt your corpse generation since you can just recast an ability if you need a corpse at your feet. This gives more flexibility in playstyle with more time to choose where a corpse drops from recasting, and gives you a larger window to press the offensive without pulling back to recast multiple buffs. In pvp Deaden Pain and Mortal Coil are the main corpse consuming abilities maybe Siphon for recovery or Animate BB if you are in a group, with Blighted BB being your main form of corpse generation.
Mage/Archer is not a viable option for pvp and any timer alterations won't change that (if a dev is reading this skill needs a lot of love and the timer is not what needs to be touched). I'd love to use it for flavor but it would be like shooting myself in the foot even more so. Intensive mender shouldn't be changed since it fills its role as Vigor on a stick, Spirit Guardian is ran for the 10% mitigation and to keep Undead Confederate passive active while the heal is a nice bonus so a duration increase could be beneficial. For Summoner's Armor a 30 second timer would 100% be better. Having to cast Vigor, Armor, and Guardian every 15 seconds kills your momentum and pressure on the enemy. Having that 10 second gap allows you to stagger the timers and keep some pressure on the enemy between buff reapplication.
ItsNotLiving wrote: »The whole game is cooked. Balance is beyond gone and classes are left in states that are simply unfun to play everything is so homogenized that soon everyone will run the same skills same sets and the only difference is the icon next to their name on the friends list. Necro and Templar are both terrible unplayable and boring, canceled my sub and swapped games it’s never going to be fixed. Also shoutout to everyone who said hybridization would ruin this game they ended up right. At least you have green blastbones haha right……